uniform mat4 g_WorldViewProjectionMatrix;
//uniform mat3 g_NormalMatrix;

attribute vec3 inPosition;
attribute vec2 inTexCoord;
//attribute vec3 inNormal;

varying vec2 texCoord;
//varying vec3 normal;

void main(){
//	normal = g_NormalMatrix * inNormal;
    gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0);
    texCoord = inTexCoord;
}